(uhh, here's my Post again since several
minutes after Posting i wanted to make some minor formatting adjustments and the Server wasn't happy about that)
Berserker:
i know the Zweihander got nerfed originally with good reason, but i still think it went too far. the Range of the Stab or even overall a little bit leaves something to be desired - the uncontestedly highest Range is basically what the Weapon would be good for aside from Damage Types, and is also what i'd desire out of it.
but mostly the Stab. the ever classic problem of Melee in Video Games, where it usually looks like Enemies are hitting past where they visually would be able to and your own Melee Weapon hitting short instead.
the Pulverizer apparently has incorrect Stats atm? fixing that would be good.
Commando:
the L85 just doesn't stand out in any way for the Commando. it isn't bad but it doesn't do anything special, while each of the other Commando Weapons does currently(the AR-15 being a Starter is what it does that is special, it's free).
Medic:
- Medic SMG still feels... ridiculously underwhelming. it handles bad, it deals Damage to anything but Trash bad, it kinda munches Ammo.... i can't really describe just how bad it feels to use. it doesn't sound, feel, or is actually effective.
- Medic Shotgun could maybe use a slightly larger Ammo Pool.
- what is the Hemogoblin supposed to be? it has the Ammo Pool of some sort of DMR, but doesn't deal the Damage of one. i has debuff traits but doesn't have enough Ammo to debuff anything. the Reload covers a huge amount of the screen and is also pretty slow compared to the Magazine Size and the amount of death/support you get out of it.
to be clear while it does deal significant Damage per Ammo, it's nowhere near enough to compensate for not having the Damage Output of the Shotgun or AR especially considering both of them have more Ammo.
- Medic AR isn't bad performance wise but it's also a very bland Gun to use.
Demo:
i actually never find myself using C4 - even though i like that sort of Weapon Type. i guess it's probably down to relying on Ammo Boxes too much to have them as one of your Weapons? the Damage per is good, but you really only have the Ammo to use them as some sort of emergency extra Grenades or to weaken a group of Heavies and then actually Kill them with other Weapons.
just like, think about how much Ammo you can have for the M79/M16/RPG/Seeker Six compared to it. there's something else that's way more practical than it for both taking down Heavies and clearing out Trash.
managing many placed C4 mines is also troublesome - the clacker only shows two charges on it, and you can only detonate them sequentially rather than maybe being able to use the direction you're looking to detonate them out of order? like some C4 shaped icons in 3D (that don't get in the way of seeing ideally) and looking at one of them would override the order and let you detonate that one instead of the next in order?
i currently actually like how the M79 and M16 Grenade are balanced with each other. the M16 Grenade actually deals higher Damage to the Enemy you hit with it, but isn't as apt at clearing out big crowds. that makes them both currently viable but not superior to either IMO.
and the gun part of the M16 is just right as well to me - you can Kill Trash and Mediums pretty competently even as Demo rather than Commando. it can run dry fairly quickly though, so you want to limit how much of that you try to do. just to save from wasting Grenades on one or two Enemies or when something is right on you, mostly.
the Seeker Six for me is just more annoying to have around than anything. people will magdump it at anything and everything in sight. just shakes my camera constantly and spams high pitched explosion sounds. personally i really liked how it worked in the first game, Homing/Magdump and being able to push Enemies around. but short of that.... well for one thing the two different firing Modes seem pointless. either have Homing or Semi-Auto fire, not both. they're just so similar to each other. have an Alt-Fire that does something different, honestly. especially since the manual Semi-Auto mode is statistically inferior to lock on D:
the RPG works well as it is for sure, but man i would really love if it could be made into a very long Conical Blast instead of a Sphere? just man, that would be so cool. and it would help Demo feel less repetitive. as the age old M79 and RPG are basically the same Weapon but at different Tiers problem. that could be so fun to use - line up a bunch of Enemies that are more in a column shape than a big crowd, and be able to hit em' all! yeah absolutely would want that Explosion to have 'Piercing' (i don't remember off the top of my head if Explosions abide by LoS in Killing Floor, lots of games i get technical with).
Firebug:
as always, Caulk/Burn and Flamethrower are literally the same Weapon but at different Tiers. if they could be different at all... the Flamethrower is just the basic Gas Thrower design so that's okay as is as a standard i guess. Caulk/Burn could do something with it's silly fuel source? goop the ground, the Enemies, Et Cetera and make a very long Duration ground fire at that position or something(like base 20 seconds)? just spitballing.
single Spitfire didn't get its bring out/put away times fixed. Duals did, but not Single. so it still takes
ridiculously long to Equip it or put it away. significantly longer than Duals which is nonsense...
Microwave is still basically identical to the Flamethrower but slightly different Stats that make it a bit better vs Heavies and Bosses. other than that it's basically a reskin. :/
i much prefer the Husk Cannon to be about Charge Shots than Uncharged - would desire the Weapon to reflect that, to differentiate from the other Firebug Weapons more. also feels cooler to charge up and blow something away than to poke it to death.
SWAT:
why does the UMP have a 3rd Burst D:
and while i'm more inclined to prefer the UMP i actually don't use it much - i think possibly because while it's leaning into the heavy hitter not as spammy side of SMG's it's still sort've in between there. definitely highest Damage by a good margin but tbh i think i'd prefer Stats that reflect the .45 version rather than 9mil or .40 like it is currently. ala same Damage as 1911 and lower Magazine.
the MP5 has dreadful sights. could stand to perhaps zoom them in a bit closer so they aren't as constricting on seeing forwards.
Dr. Lethal;n2318517 said:
Now, about the AF-2011s. Main reason I don't pick them up is that overall, their damage is still less than the deagles. Not only that, but with the small buff in damage to magnums, they seem to be even less attractive if you don't need the extra ammo. If they were on par with the deagles, they would be a good alternative. Otherwise, firing two M1911s stuck together isn't all that fun.
uhm while i think the 2011's are a silly Weapon and i'm not entirely sure what they're for, they are a direct upgrade from Desert Eagles in every way but Piercing Power.
confus? more Damage, more CC Stats, faster RoF, more Ammo, you can punch more often... basically they're just better aside from that they are harder to control. >.>
MikeHoncho;n2318518 said:
You should never take less damage from a block than a parry.
QFT
Althamus;n2318590 said:
the centrefire just feels like a Winchester with slightly tweaked stats
i think that was extremely intended, an upgraded LAR - but with Weapon upgrades being a thing in the future that sort of solution isn't necessary anymore.
Delta69er;n2318521 said:
What determines if a map is easy or not and whether or not we play it are how fast the spawns are. At the moment a large amount of maps seem to suffer from a nice case of "Where the zeds at?" which lead to extremely slow and boring games. These are all given such a large Wave Spawn Period value that it almost slows zeds down to a trickle. It didn't always use to be the case, maps like Prison and Black Forest were hit the hardest from the slow stick. They used to be really fast and intense when they were introduced. Some maps that need spawn increases: Prison, Black Forest, Outpost – we hate playing these slow maps.
i'm not sure if i've noticed or not, but have you been noticing less Enemies Spawning within a few Meters of the Player? because if Enemies seem to be Spawning farther away i highly expect that is related. inverse to what you describe, for a long time i've been very frustrated with the game because at times (not always, but sometimes) Spawning Enemies even say literally on the opposite side of a rock i'm standing near. which even meant Enemies Spawning partially within LoS. or on ledges right below me, same deal.
that's just nonsense - Enemies shouldn't be allowed to Spawn within just a few Meters. especially when the game added insult to injury in some of those situations where it'd Spawn a Fleshpound and two Scrakes or two Fleshpounds and a Scrake, plus a Siren or two and maybe a Husk and a couple Trash Units while it's at it.
a small army appearing within a few Meters all at once and partially within view no less. >.>
anyways if something was done about that, perhaps the distance is quite high now, idunno. i would say no closer than 20 Meters is reasonable, 30 would be safer with how many Maps and shapes in the Maps there are.